Two thirds of people believe that by 2030 the average person will spend at least 30% of their leisure time in virtual reality – with a third (35%) saying 50% or more

STOCKPORT, U.K. - Amzeal -- Key highlights:

· Two in five respondents said they would prefer to experience at least one of the six activities offered in VR versus in real life; and one in five said they strongly agree they would prefer to experience at least one in VR

· Personal training, riding a rollercoaster and seeing a major sporting event were the activities people were mostly likely to strongly prefer to do in VR

· More than two in five people, and almost half of women (48%) would prefer a VR personal training session over 'real life'

A survey of the general public in Great Britain has found that a third of people (35%) believe that the average person will spend at least half their leisure time in a virtual reality environment. Almost two thirds (64%) felt that the average person would spend at least 30% of their leisure hours in virtual reality.

The DJS Research Ltd study, carried out in partnership with leading online data provider Maru/Blue, included interviews with a representative sample of 1508 individuals from across England, Scotland and Wales.

Joshua Cooper, an experienced VR practitioner, said:

"Organizations that lean into AR/VR technology will increasingly find strategic advantages stemming from that knowledge base as users come to expect AR/VR implementations of products and services they previously consumed in their real-world environment."

Indeed, if we consider those who said that they either agreed or strongly agreed that they would prefer the VR option, we find that as the number of activities to which respondents would be open to a VR offering increases, their perception of the amount of leisure time the average person will spend in VR by 2030 increases dramatically.

Even among those who do not prefer the VR option in any of the six activities we presented (890 respondents or 59%), the perception of the amount of leisure time the average person will spend in VR by 2030 is relatively high, at one hour in every three (34% of their time).[1]